Dev Log

The player market

First committed 13 Sep 2026, 05:37
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The player market

A dense four-column grid of player offers, with buying, selling, listing, withdrawing and the offline and lost-connection cases all clickable. Two follow-ups add a sale notification with a History tab, then a Collect step so sellers claim their own payment.

The grid was built, and manual Collect replaced the automatic credit shown in the second page.

Edited for the Dev Log
  • Removed review-round numbers and reviewer wording, and fixed a lowercase sentence in one dialog.
  • Added the Mapbox and OpenStreetMap credit to the two map screens.
  • The item icons are shown at reduced size.
  • Added a one-line introduction to the payment page.

First committed 13 Sep 2026, 05:37.

All entries

9 September

  1. The first week, in screenshots

11 September

  1. Day one: two generated boards

13 September

  1. The player market

14 September

  1. Three checkpoints
  2. Startup, guest and account screens
  3. World navigation: strip or floating
  4. Visual identity: three brand directions

15 September

  1. Worker roster and cancel

16 September

  1. Working at home: Mill, Bakery and a Care Bench
  2. Hometown: a village above the world
  3. The Hometown grows
  4. The request board

18 September

  1. Wooden traps and biscuit bait
  2. Crafting and creature field guide

20 September

  1. Round one: four ways it could look
  2. Making the map's roads and borders read
  3. The map at night
  4. Round two: one world, three finishes, four hours
  5. Beamed down from Hometown
  6. Water: depth, fish and things that glow
  7. Where you are: the player marker and the ring

21 September

  1. Small life: fireflies, butterflies and birds
  2. Terrain references: shores, rocky Stonefield and roads

22 September

  1. Landmarks: the market, Energy and Water
  2. Capture ladder viewer

23 September

  1. The pin bounce when tapped
  2. Dance-Off capture scene
  3. Menus for the capture loop
  4. When the connection drops
  5. Icons, portraits and pins
  6. Market and Settings as windows

25 September

  1. Biome horizons: hiding the edge of the map
  2. Biome ground: how each biome's terrain could look

27 September

  1. Fewer taps to hire a worker
  2. Quarries and ore: material groups for custom 3D
  3. Single finds on the map

28 September

  1. From crafting menus to production lines
  2. A market that fits in one hand
  3. Production lines on the real screens
  4. Icons and buildings for production

29 September

  1. Choosing Hometown's camera
  2. Could Hometown be 3D?

30 September

  1. Relit billboards: one Kitchen, lit at runtime
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